Creations on Minecraft by Gehco Co.

The Temple of Hope
The Temple of Hope was build as a small spawn point. Floating above people, it gives a source of water, room to prepare from the armory, and send them on their way through four portals. One for each direction. South, lead to desert. North to the plains of snow. West to the forests and East, to the wetlands. The directions where picked bio's in said direction. Sadly, the server it was on took a restart to the face without warning, other projects went lost from it.

Temple of Hope - Underside View:

Temple of Hope - Entrance View:

Temple of Hope - Middle Section View:

Temple of Hope - Spire Reservoir Pool:

Temple of Hope - Spire View:

Temple of Hope - Base View:

Temple of Hope - Full View:

Stuff can be fixed, just get enough glue or duct tape!Roses are red, mana is blue. Suramar Guards, Will always find you!

I created this map with this minecrart system to allow the player to
stay down in the mine and return everything gathered to a surface
collection area. The system uses five minecrarts with chests to store
everything mined. The system is located below a large house that can
decorated as the player see's fit.

The mine has been started for this map. At the very bottom of the
system there is a sliding door. The player is encouraged to mine out
and away from that door. Mining back towards the system may cause it
to break as there is a lot of redstone keeping things running. I used
some bedrock blocks to help prevent system damage but be careful.

The system also has several interesting features that the player will
find handy. These include:

Indicator lights displaying which receiver bays are currently full and how many empty carts remain. These lights are both available in the receiver bay and down in the mine.

A brake switch located in both the receiver bay and mine. This switch will allow the player to turn off the lower level brake and basically cycle the entire system if something goes wrong. An indicator light for the brakes status is also included

When all receiving bays are full an alarm will sound in the mine only.

The alarm can be silenced in the mine with the push of a button. Silencing the alarm does not cycle the system.

Fancy sliding doors.

All receiver bays have chests, furnaces and crafting tables including plenty of coal.

A separate personal rail car to take from the receiver bay to the mine

An incinerator to get rid of junk. Located at the back of the receiving area.

There are a few instructions for how to properly operate the system:

1. The system is already cycled so that the first cart is ready to be
filled down in the mine. Take the minecart in the receiving area down
to the mine.
2. Once filled, press the next cart button beside the full cart in the
loading area.
3. On the left you'll notice the indicator lights lighting up telling
you how many carts have been used.
4. When all carts have been used, return to the receiving area. Empty
all your carts.
5. To start the system again, press "Cycle System" and the first cart
will had back down to the mine.

Important Note:

Do not cycle the system until all 5 receiving bays have been filled.
Doing so may cause two carts to jam. If this happens you'll need to get
in there and remove the carts manually. This is a problem i intend to
fix in an update. If you want to do it yourself you simply need to add
an AND switch to the output of the #5 bay memory cell and the cycle
system control lead.

Future Changes:

1. As mentioned above, fix the "cycle system" button so that it only
works if all the carts are filled.
2. Change the brake indicator light to light up when the brake is on
rather than off.
3. While exploring, you probably noticed the large empty space. This is
reserved for the next project I'm planning. It will be a item
retrieval system where you'll push a button for Iron and a cart will
show up with all of your iron. No ETA on that.

Fuzzzie. Your system inspired me to make my own. I made it so that you can put 5 carts on at once and send them up to be unloaded.

Note: I haven't cleaned up the circuitry, so it is very messy

How it works: Press the button at the bottom to send a cart up and call a new one from the top. Unload the carts at the top and then push them on to the powered rails to send them over to be ready to be sent back down. The main difference I think is that you have to push the carts manually off of the unloading areas, rather than just hitting a button.

What happens to send one cart at a time, was that each successive cart break will activate only if all of the previous ones didn't. This is where the detector rails come in. If a cart runs over the detector rail after calling/sending a cart, none of the other ones will go.

The button would always trigger the first powered rail, sending the cart. That cart would activate the detector rail, that when rigged to an AND gate with the button, could cause the next powered rails not to turn on only if it was run over. Then to deal with potential "gaps" in the rails (Carts at 1, 3, and 5 for example), all of the detector rails are rigged to OR gates that make it so only the previous rails could stop it (Cart 4 is stopped by 1,2,and 3, but not 5, 3 by 1 and 2, etc.) The complete OR gate is put with an AND gate that is rigged to the call/send button to determine when it is triggered.

This means that if there is only one cart at the very end, all of the rails would turn on at one point, but it wouldn't matter because they are empty. But when they are full, it won't send more than one at a time.

I hope that gives a comprehendable description of it. If fuzzzie has pointers for me (I copied the function, but none of the systems knowingly afaik), just PM me.

Oh and also, the loading area can be placed far below the unloading, preventing issues with mining in to it. I also doubt it will jam that much, however that can be solves with powered rails I think.

Last edited by BoomChickn; 2012-06-18 at 04:02 AM.

Originally Posted by Henry Ford

Thinking is the hardest work there is, which is probably why few engage in it.

Here's something I've been working on most of the day, probably going to take me a while to complete.

Currently not using any mods(just a texture pack and a mini-map, no mods that'll actually help building), been messing around on creative mode, superflat. Got lucky and spawned inside a huge npc village, which I haven't messed with at all yet, and started building this right above it.

Was originally planning on making it more like http://wiki.guildwars2.com/images/a/..._Reach_map.jpg, but I realized that angled corridors would be extremely annoying, so I only went with 4 instead of 6. Still going to have an upper city area eventually, and probably a large, open plaza area in the middle of the bottom level. Going to go back in and add more detail to the area once I'm done building the other 3 districts. (so far, there's a small fountain on the main road near the gate, but in both screenshots it's blocked by the bridge.)

Edit: Updated gallery, changed some of the designs, added/removed a few things, etc. Still not 100% done, but going to take a break for a few days from it, I think.

Here's something I've been working on most of the day, probably going to take me a while to complete.

Currently not using any mods(just a texture pack and a mini-map, no mods that'll actually help building), been messing around on creative mode, superflat. Got lucky and spawned inside a huge npc village, which I haven't messed with at all yet, and started building this right above it.

Was originally planning on making it more like http://wiki.guildwars2.com/images/a/..._Reach_map.jpg, but I realized that angled corridors would be extremely annoying, so I only went with 4 instead of 6. Still going to have an upper city area eventually, and probably a large, open plaza area in the middle of the bottom level. Going to go back in and add more detail to the area once I'm done building the other 3 districts. (so far, there's a small fountain on the main road near the gate, but in both screenshots it's blocked by the bridge.)

Fuzzzie. Your system inspired me to make my own. I made it so that you can put 5 carts on at once and send them up to be unloaded.

Note: I haven't cleaned up the circuitry, so it is very messy

I've re-designed the system once using redpower 2 addon. It allows you to colour code redstone cables, compact logic circuits, run cable on walls, upside down etc. Makes the whole system a lot more compact and easy to use.

I'm working on another version as well using Railcraft and Steves carts Still nothing to report there.

I hope that gives a comprehendable description of it. If fuzzzie has pointers for me (I copied the function, but none of the systems knowingly afaik), just PM me.

Oh and also, the loading area can be placed far below the unloading, preventing issues with mining in to it. I also doubt it will jam that much, however that can be solves with powered rails I think.

The trick is to use state cells for each loading bay. The state cell will remember which cart is next in line and should never cause a backup or the wrong cart to move.

If I have time I'll do a small flatworld version of the whole setup so you can take a look and replicate/change it however you like.

"From the first to the end of the Sixth Generation of consoles, for THIRTY FOUR YEARS, this is what﻿ gaming was and it was FANTASTIC! You enjoyed the experience and gaming was what it was supposed to be FUN, COMPLETE, no DLC back then the new content was called a sequel and we waited eagerly for it."

Had to share what a friend and I have been creating. It's a small treehouse complex in the jungle, but the aesthetic of the place is just unimaginably peaceful. Combined with the textures I've got going and Sonic's shader mod, and it's just sublime.

It's simple, it's small, and I actually find myself just vegging out, sitting around and watching the sun rise and set, relaxing.

Got a short one. Quick redstone device for whoever might need it. Made it for production of a 3 block high portcullis, to be activated by levers on a XOR gate.

What it does is it takes a single input, and gives an on and an off output. When you toggle the input, the outputs both toggle, changing which one is one and which one is off.
What is important... Both outputs are off for a short time after the input is toggled regardless of turning off to on or on to off, allowing pistons to retract before others extend, as to prevent a jam made by trying to push an extended piston.

OnOff
In words what it is, Input is split with an inverted and non inverted path. Both of those paths are split again in to an inverted and non inverted, creating 2 inverted, 2 non inverted paths. Place delays on the second inverted paths to adjust the off time. Rig both of the inverted to one AND gate and the non inverted paths to another AND gate.
When the input toggles, one path will turn off its AND gate before the other turns its own on, making both outputs be off for a short time.

I swear I suck at explaining stuff. Yay pictures!

Originally Posted by Henry Ford

Thinking is the hardest work there is, which is probably why few engage in it.

Been working on this village, Alico, since 1.3 was up. My first actual dive into using redstone as well as making things that are aesthetically pleasing. The castle to the left is the largest project I ever done, taking a total of 4.5 hours. There was a giant starting wood house where the cobble bay is now, which I started building the village around, but I just burned it down to fill in the bay and decorate that up. The tall tower in the middle has a button on it that plays that grandfather clock noise too ^_^.

Plot:
Captain Bruno Santiago and his crew crashed near a mysterious Island, during the crash the captain passed out and awakened to find an empty ship, he sets off in a raft to the Island to look for the crew, he shortly becomes aware that the Island isn't what it seems, things don't all add up, until he meets the "Doc". Bruno shortly discovers that there was a tragic accident, where a leathel plaque was released onto the island which allowed "mind control" people.

This story is a Zombie/Thriller movie series, written by myself (Slakkerz) and Jordan (Zakkiie)

This is my first attempt at making a Movie/Series in any game, so please be kind and leave decent constructive critism.
I look forward to reading the comments and will work on producing the second episode.

Well hello everyone!
I have decided to start my very own Tekkit Let's Play series, playing on a Skyblock map!
Playing the hard version of the map, and playing on hard difficulty, I'm hoping to get this series as fun as possible for everyone to watch!

It is my first video ever, so please bare with me!
Any bit of feedback is very much appriciated, both good and bad! So please leave a comment in this thread or in the youtube comments!